WackyToaster's Forum Posts

  • But the game works on web and desktop too.

    Haha ok, that makes sense. I guess you can't use the debugger when testing that specific case. Not sure if it's really worth to file it as a bug report but it can't hurt

    github.com/Scirra/Construct-bugs/issues

  • Just wanted to update here now that it's in beta:

    Collision cells now perform roughly 1.5-3x better than rBush depending on the test (tested with size 50 x 50). Big improvement, really awesome!

    I do hope though that this beta cycle will also add this to scripting and SDK. I mean we can now do this in javascript "IRuntime.setCollisionCellSize()" but technically it's pretty much entirely useless, unless I do my collision checks with Events which I'd rather want to avoid.

  • 1. That appears to only happen with debug view, since with a regular preview you can detect touch way outside of the window, even returning negative touch coordinates

    2. It's relatively safe to assume that since a regular preview works fine, it will also work fine after export. In that case you can probably just check along the lines of "if touch.X < 0 OR touch.X > viewportWidth OR touch.Y < 0 OR touch.Y > viewportHeight

    3. If you think of any touch device like a phone... how would you ever touch something that's not on screen?

    The only question is why this behaves differently in debug view, but it has probably something to do with the interface of the debugger.

  • If you're styling with CSS you can try to use CSS resets/normalize.

    necolas.github.io/normalize.css

    There's a bunch of different versions of CSS resets out there if you google, but the point is exactly to ensure that everything looks the same across different browsers. Adding it now will likely break most of your alignments and stylings initially, but the hope is that it would at least be consistently broken and subsequently consistently fixed across all browsers.

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  • I just fell for the same thing... It seems dynamically created global layers don't create the objects on that layer?

    I haven't tinkered with this feature yet but this is what I kinda hoped/expected actually. That I can basically create a Layout that holds something like menus in global layers, and then I can spawn in the layer whenever needed and remove it ezpz when I'm done menuing.

    Good to see that recreate initial objects action does that, but I think it would be perfect if we could get a single action that just recreates all instances of all objects for global layers. Something like "recreate global layer"

  • There's some memory management actions

    construct.net/en/make-games/manuals/construct-3/system-reference/system-actions

    The object/images in question have to not be present initially on the layout, otherwise they are loaded automatically. Then you can do something like "on start of layout > load image into memory" or you can also simply create the object which will also load it into memory. You can also add "loading zones" that trigger when the player reaches a certain point in the layout.

    I'd be curious to see what images cause your layout to load slow though. I've pretty much never managed to get layouts to take much longer to load than the blink of an eye, to the point where it was so jarring that I added a fake loading screen (fade to black)

  • One thing I found to work really well depending on the case is to simply stop and restart the sound.

  • The button object can be customized via CSS.

    A sprite button can simply be done by using Mouse > On object clicked.

    Opinion: Don't use the button object

  • You'll have to regenerate the obstacle map. This is cost intensive and thus not done automatically.

    construct.net/en/make-games/manuals/construct-3/behavior-reference/pathfinding

    You have "Regenerate obstacle map" which is probably not needed for your case since it regenerates the entire map.

    So you probably wanna use "Regenerate region" and just select a region around the deleted tile.

  • Oh you want to avoid the black bars... I dunno if theres really a way around changing the scaling mode. You probably could go with "scale outer" and just strech the background out a bunch without changing the position of your game objects. Or maybe "scale inner" works better in your case?

    construct.net/en/tutorials/supporting-multiple-screen-17

    Unless you somehow figure out why the css doesn't work. Perhaps there's some specific css property you have to set for ios or something in xcode? Maybe the url path is different on ios and it just loads a white image? Maybe try url('./paper_background.png')

  • Hmm I can't tell what could possibly be wrong but why even bother adding it via CSS? You should be able to just add the image as a tiled background, with maybe a little bit of tinkering with the Anchor plugin so it scales properly to the screen size. construct.net/en/make-games/manuals/construct-3/behavior-reference/anchor

  • I just tried it and r0j0 is correct. I can't update the project on my server right now but if you replicate the screenshot it will work perfectly. Also it will work fine with timescales :) Thanks r0j0

  • Hmm I just can't quite get it to work

    wackytoaster.at/parachute/notquitephysicstargeting.c3p

    I've tried various versions of the equation but it never quite works for all distances. I'm not sure what I'm missing...

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  • Nouan

    It's hard to make any guesses based on that. If a crash happens, you can maybe check the developer console (F12 in chrome) and see if there are any errors showing up.